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Update in line with framed clock changes
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251a85db43
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@ -42,7 +42,7 @@ namespace osu.Game.Beatmaps
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private IDisposable? beatmapOffsetSubscription;
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private readonly DecouplingClock decoupledTrack;
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private readonly DecouplingFramedClock decoupledTrack;
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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@ -59,7 +59,7 @@ namespace osu.Game.Beatmaps
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{
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this.applyOffsets = applyOffsets;
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decoupledTrack = new DecouplingClock(source) { AllowDecoupling = requireDecoupling };
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decoupledTrack = new DecouplingFramedClock(source) { AllowDecoupling = requireDecoupling };
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// An interpolating clock is used to ensure precise time values even when the host audio subsystem is not reporting
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// high precision times (on windows there's generally only 5-10ms reporting intervals, as an example).
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@ -110,9 +110,6 @@ namespace osu.Game.Beatmaps
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{
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base.Update();
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if (decoupledTrack.Source is IFrameBasedClock framedClock)
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framedClock.ProcessFrame();
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finalClockSource.ProcessFrame();
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if (Clock.ElapsedFrameTime != 0)
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@ -58,7 +58,7 @@ namespace osu.Game.Screens.Menu
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{
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PrepareMenuLoad();
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var decouplingClock = new DecouplingClock(UsingThemedIntro ? Track : null);
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var decouplingClock = new DecouplingFramedClock(UsingThemedIntro ? Track : null);
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LoadComponentAsync(intro = new TrianglesIntroSequence(logo, () => FadeInBackground())
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{
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